Commit graph

13 commits

Author SHA1 Message Date
Vitaly Turovsky
2055579b72 feat: finally add block RESCALE support! Cobwebs and ascending rails are now rendered correctly 2025-06-25 15:22:07 +03:00
Vitaly Turovsky
f126f56844 fix: fix visual gaps between blocks of water! 2025-06-18 16:57:03 +03:00
gguio
785ab490f2
fix: restore minimal and full map (#348)
Co-authored-by: gguio <nikvish150@gmail.com>
2025-05-18 09:58:52 +03:00
Vitaly Turovsky
f76c7fb782 fix: water now supports lighting when its enabled 2025-05-08 19:51:42 +03:00
Vitaly Turovsky
813c952420 fix: fix lava rendering 2025-05-01 12:53:44 +03:00
Vitaly Turovsky
14ad1c5934 sync fork: add a bunch of not needed side core features like translation
AND fix critical performance regression (& ram)
2025-04-23 05:55:59 +03:00
Vitaly Turovsky
a0bfa275af lets be safer and use 32array 2025-04-19 00:43:31 +03:00
Vitaly Turovsky
193c748feb fix: add chunks a little faster on low tier devices: use indicies 2025-04-19 00:43:20 +03:00
Vitaly Turovsky
bf790861d9 fix: finally fix plants rendering in underwater and near water! 2025-04-10 01:20:29 +03:00
Vitaly Turovsky
31d5089e9c should fix rare case when some tiles are not rendered 2025-04-09 05:50:39 +03:00
Vitaly Turovsky
33debc1475 feat(experimental): make loading chunks as smooth as possible by delaying work to get more rendered fps at that time. It helps to eliminate massive fps drops on big chunks of data, however might introduce new possible race conditions.
Also disabled full maps completely because it was hard to optimize atm.
Now chunks load ~30-50% slower but smoother. Note that using waitChunksToLoad settings remains unchanged - time is the same
2025-03-26 03:48:22 +03:00
Vitaly Turovsky
fa9c0813c3 fix: seagrass and kelp are always waterlogged 2025-02-27 05:17:18 +03:00
Vitaly
f96673bc17
rename prismarine-viewer dir to renderer to avoid confusion (#269) 2025-02-08 14:17:27 +03:00
Renamed from prismarine-viewer/viewer/lib/mesher/models.ts (Browse further)